When nParticles are created or emitted into a scene, they are capable of colliding with other nParticle, nCloth, or passive objects that are assigned to the same Nucleus solver. The nParticle object’s Collisions attributes determine how the nParticles behave when they collide with other Nucleus objects.
If you do not want an nParticle object to collide with other Nucleus objects, you can turn off the nParticle object’s Enable attribute. If you want to disable collisions between your nParticle object and specific Nucleus objects, you can set collisions layers (see Setting Collision Layersor use a Disable Collisions constraint (see Creating a Disable Collision constraint). For information about nParticle collision, see nDynamic Collisions.
You can use the Particle Collision Event Editor to create and edit nParticle collision events. See Use the Particle Collision Event Editor to emit, kill, or split particles upon contact.
To edit nParticle Collisions attributes
You can specify whether or not certain nParticle, nCloth, and passive collision objects that are part of the same Maya Nucleus system collide with each other by using collision layers. The Collision Layer attribute on your nParticleShape node determines on which collision layer each nParticle, nCloth, and passive object is placed, and the Collision Layer Range attribute on your nucleus node determines how nParticle, nCloth, and passive collision objects on different layers collide. For more information on these collision layer attributes, see Collision Layer and Collision Layer Range.